Transform 变换
Inherits from Component,IEnumerable
Position, rotation and scale of an object.
物体的位置、旋转和缩放。
Every object in a scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:
场景中的每一个物体都有一个Transform。用于储存并操控物体的位置、旋转和缩放。每一个Transform可以有一个父级,允许你分层次应用位置、旋转和缩放。可以在Hierarchy面板查看层次关系。他们也支持计数器(enumerator),因此你可以使用循环遍历子物体。
C#
JavaScript
using UnityEngine;using System.Collections;public class example : MonoBehaviour {public void Awake() {foreach (Transform child in transform) {child.position += Vector3.up * 10.0F;}}}
// Moves all transform children 10 units upwards!//向上移动所有变换的子物体10个单位for (var child : Transform in transform) {child.position += Vector3.up * 10.0;}
参见:Physics 类.Variables变量
- positionThe position of the transform in world space.
在世界空间坐标transform的位置。 - localPositionPosition of the transform relative to the parent transform.
相对于父级的变换的位置。 - eulerAnglesThe rotation as Euler angles in degrees.
旋转作为欧拉角度。 - localEulerAnglesThe rotation as Euler angles in degrees relative to the parent transform's rotation.
旋转作为欧拉角度,相对于父级的变换旋转角度。 - rightThe red axis of the transform in world space.
在世界空间坐标变换的红色轴。也就是x轴。 - upThe green axis of the transform in world space.
在世界空间坐标变换的绿色轴。也就是y轴。 - forwardThe blue axis of the transform in world space.
在世界空间坐标变换的蓝色轴。也就是z轴。 - rotationThe rotation of the transform in world space stored as a Quaternion.
在世界空间坐标物体变换的旋转角度作为Quaternion储存。 - localRotationThe rotation of the transform relative to the parent transform's rotation.
物体变换的旋转角度相对于父级的物体变换的旋转角度。 - localScaleThe scale of the transform relative to the parent.
相对于父级物体变换的缩放。 - parentThe parent of the transform.
物体变换的父级。 - worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).
矩阵变换的点从世界坐标转为自身坐标(只读)。 - localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
矩阵变换的点从自身坐标转为世界坐标(只读)。 - rootReturns the topmost transform in the hierarchy.
返回层次最高的变换。 - childCountThe number of children the Transform has.
变换的子物体数量。 - lossyScaleThe global scale of the object (Read Only).
物体的全局缩放(只读)。
Functions函数
- TranslateMoves the transform in the direction and distance of translation.
移动transform在translation的方向和距离。 - RotateApplies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
应用一个欧拉角的旋转角度,eulerAngles.z度围绕z轴,eulerAngles.x度围绕x轴,eulerAngles.y度围绕y轴(这样的顺序)。 - RotateAroundRotates the transform about axis passing through point in world coordinates by angle degrees.
按照angle度通过在世界坐标的point轴旋转物体。 - LookAtRotates the transform so the forward vector points at /target/'s current position.
旋转物体,这样向前向量指向target的当前位置。 - TransformDirectionTransforms direction from local space to world space.
从自身坐标到世界坐标变换方向。 - InverseTransformDirectionTransforms a direction from world space to local space. The opposite of Transform.TransformDirection.
变换方向从世界坐标到自身坐标。和Transform.TransformDirection相反。 - TransformPointTransforms position from local space to world space.
变换位置从自身坐标到世界坐标。 - InverseTransformPointTransforms position from world space to local space. The opposite of Transform.TransformPoint.
变换位置从世界坐标到自身坐标。和Transform.TransformPoint相反。 - DetachChildrenUnparents all children.
所有子物体解除父子关系。 - FindFinds a child by name and returns it.
通过名字查找子物体并返回它。 - IsChildOfIs this transform a child of parent?
这个变换是父级的子物体?
Inherited members继承成员Inherited Variables继承变量
- transformThe Transform attached to this GameObject (null if there is none attached).
Transform附加到GameObject(游戏物体)(如无附加则为空)。 - rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。 - cameraThe Camera attached to this GameObject (null if there is none attached).
Camera附加到GameObject(游戏物体)(如无附加则为空)。 - lightThe Light attached to this GameObject (null if there is none attached).
Light附加到GameObject(游戏物体)(如无附加则为空)。 - animationThe Animation attached to this GameObject (null if there is none attached).
Animation附加到GameObject(游戏物体)(如无附加则为空)。 - constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。 - rendererThe Renderer attached to this GameObject (null if there is none attached).
Renderer附加到GameObject(游戏物体)(如无附加则为空)。 - audioThe AudioSource attached to this GameObject (null if there is none attached).
AudioSource附加到GameObject(游戏物体)(如无附加则为空)。 - guiTextThe GUIText attached to this GameObject (null if there is none attached).
GUIText附加到GameObject(游戏物体)(如无附加则为空)。 - networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached)
NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。 - guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached)
GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。 - colliderThe Collider attached to this GameObject (null if there is none attached).
Collider附加到GameObject(游戏物体)(如无附加则为空)。 - hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。 - particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。 - gameObjectThe game object this component is attached to. A component is always attached to a game object.
组件附加的游戏物体。一个组件总是被附加到一个游戏物体。 - tagThe tag of this game object.
游戏物体的标签。
- nameThe name of the object. //物体的名字
- hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
- GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。 - GetComponent.<T>
- GetComponentReturns the component with name type if the game object has one attached, null if it doesn't.
如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。 - GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。 - GetComponentInChildren.<T>
- GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
在GameObject或任何它的子物体,返回全部Type类型组件 - GetComponentsInChildren.<T>
- GetComponentsReturns all components of Type type in the GameObject.
在游戏物体返回全部Type类型组件。 - GetComponents.<T>
- CompareTagIs this game object tagged tag?
游戏物体有被标记标签么? - SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour
在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。 - SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
在游戏物体每一个MonoBehaviour上调用名为methodName的方法。 - BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
- GetInstanceIDReturns the instance id of the object.
返回物体的实例ID - ToStringReturns the name of the game object.
返回游戏物体的名称。
Inherited Class Functions继承类函数
- DestroyRemoves a gameobject, component or asset.
删除一个游戏物体、组件或资源 - DestroyImmediateDestroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj,强烈建议使用Destroy代替。 - DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。 - FindObjectOfTypeReturns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。 - FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表 - InstantiateClones the object original and returns the clone.
克隆原始物体,并返回克隆的物体